Difference between revisions of "Jumping"

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'''Jumping''' is meant here as adding an upwards impulse to the avatar by a user activity.
 
'''Jumping''' is meant here as adding an upwards impulse to the avatar by a user activity.
  
This can be achieved for a number of [[Source port]]s which implement jumping by using an input device key which can be bound to a dedicated jumping feature.
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This can be achieved for a number of [[source port]]s which implement jumping by using an input device key which can be bound to a dedicated jumping feature.
  
The original [[Doom engine]], including [[Doom II]], does not offer such a jumping feature. Therefore it was quite simple to keep the player from certain areas already by raising a sector by more than 24 height units, so the player is not able anymore to simply step up onto the higher sector while simply walking or running against its edge. A valuable goal (e.g. a power-up, key, or switch) visible behind a "ridiculously low wall" you just can't step over might be a hint of a [[secret]] area with a hidden access.
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Jumping was not implemented originally in the Doom engine, and neither [[Doom]] nor [[Heretic]] offer it; however, it was added to both [[Hexen]] and [[Strife]].
  
Usually there are other ways around such an obstacle designed into a map if a valuable goal is placed behind an obstacle you can't step on, e.g. a lift (raising the player over, or lowering the obstacle itself) or stairway, or even the requirement to run over a ledge. Using a jumping feature of a [[Source port]] may therefore be considered a [[Cheat]]. [[Doom 64]] allows access to its jumping feature after finishing a [[secret level]] ([[MAP32: Hectic (Doom 64)]] / [[MAP38: Hectic (Doom 64 TC)]] in a quite challenging way that requires collecting all three keys.
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When jumping is not possible, the maximum elevation that the player can step up is 24 map units (16 in Strife), allowing creation of "ridiculously low walls" that must be lowered or otherwise worked around before the player can reach what lies in plain sight behind, for example a power-up, key, or switch. When using a source port that allows jumping in Doom or Heretic, it can be considered a cheat with potential to break the normal flow of maps not designed with jumping in mind. Because of this, some source ports allow disabling jumping on a per-map basis with a keyword in [[MAPINFO]]. [[Doom 64 EX]] allows access to a jumping feature not found in the original [[Doom 64]] after completing the [[secret level]] ([[MAP32: Hectic (Doom 64)|Hectic]]) using the three-key exit, via the "Features" menu where other cheats are found.
  
But an additional engine feature is not the only way to add some upwards velocity to the avatar:
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More limited methods of jumping include:
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* The player avatar, in contrast to most non-flying monsters, is able to step up even narrow stairs. This has been used in designing pseudo-ladders to implement a climbing-like behavior for games which do not support special climbable walls. Running up stairs allows the player avatar to continue its movement in a ballistic curve beyond the top of the stairway, in a certain range (this effect is rather limited).
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* In source ports where [[free look|looking up and down]] is allowed by the engine, firing an explosive at the ground and running over it often causes the player to be lifted by the [[splash damage|blast radius]] to allow so-called [[rocket jumping]]. Some fan-made deathmatch maps are designed with areas only accessible via rocket jumping. This is not possible in the original engine, however; firing an explosive to the player's feet in Heretic (with the [[Phoenix Rod]]) or Strife (with the [[Mini-missile launcher]]) will only cause horizontal recoil.
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* Another risky way due to the received damage: Getting "successfully" attacked by an [[arch-vile]] also raises the player avatar briefly; this is referred to as [[arch-vile jump]].
  
* The player avatar, in contrast to most non-flying monsters, is able to step up even narrow stairs. This has been used in designing pseudo-ladders to implement a climbing-like behaviour for games which don't support special climbable walls. Running up stairs allows the player avatar to continue its movement in a ballistic curve beyond the top of the stairway, in a certain range (this effect is rather limited).
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== References ==
* Especially some Deathmatch maps are designed to have areas you could use as ambush if you were able to jump up, which is in fact possible with a certain risk (preferably after collecting a higher amount of [[armor]] or powerups like [[Supercharge]], [[Megasphere]], or even [[Invulnerability]]) using a [[Rocket]] fired close to the own position and getting lifted by its [[splash damage]], the so-called [[Rocket jumping]]. In games and [[source port]]s which support key jumping as well as looking downwards, optimal timing between jumping and firing a rocket below the avatar may raise it more than its own height.
 
* Another risky way due to the received damage: Getting "successfully" attacked by an [[Arch-vile]] also raises the player avatar briefly; this is referred to as [[Arch-vile jump]].
 
  
== References ==
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* [http://www.faqs.org/faqs/games/doom/keys2-faq/ DOOM II Keys FAQ] - 2.6: Definition of terms
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* [http://blastmagazine.com/2008/04/01/doom-metrics/ Doom Metrics] - STEPS AND STAIRS
  
: [http://www.faqs.org/faqs/games/doom/keys2-faq/ DOOM II Keys FAQ] - 2.6: Definition of terms
 
: [http://blastmagazine.com/2008/04/01/doom-metrics/ Doom Metrics] - STEPS AND STAIRS
 
 
[[Category:Doom engine]]
 
[[Category:Doom engine]]
[[Category:Source ports]]
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[[Category:New features]]
 
[[Category:Basic level editing]]
 
[[Category:Basic level editing]]
 
[[Category:Cheating]]
 
[[Category:Cheating]]

Revision as of 12:50, 12 October 2020

Jumping is meant here as adding an upwards impulse to the avatar by a user activity.

This can be achieved for a number of source ports which implement jumping by using an input device key which can be bound to a dedicated jumping feature.

Jumping was not implemented originally in the Doom engine, and neither Doom nor Heretic offer it; however, it was added to both Hexen and Strife.

When jumping is not possible, the maximum elevation that the player can step up is 24 map units (16 in Strife), allowing creation of "ridiculously low walls" that must be lowered or otherwise worked around before the player can reach what lies in plain sight behind, for example a power-up, key, or switch. When using a source port that allows jumping in Doom or Heretic, it can be considered a cheat with potential to break the normal flow of maps not designed with jumping in mind. Because of this, some source ports allow disabling jumping on a per-map basis with a keyword in MAPINFO. Doom 64 EX allows access to a jumping feature not found in the original Doom 64 after completing the secret level (Hectic) using the three-key exit, via the "Features" menu where other cheats are found.

More limited methods of jumping include:

  • The player avatar, in contrast to most non-flying monsters, is able to step up even narrow stairs. This has been used in designing pseudo-ladders to implement a climbing-like behavior for games which do not support special climbable walls. Running up stairs allows the player avatar to continue its movement in a ballistic curve beyond the top of the stairway, in a certain range (this effect is rather limited).
  • In source ports where looking up and down is allowed by the engine, firing an explosive at the ground and running over it often causes the player to be lifted by the blast radius to allow so-called rocket jumping. Some fan-made deathmatch maps are designed with areas only accessible via rocket jumping. This is not possible in the original engine, however; firing an explosive to the player's feet in Heretic (with the Phoenix Rod) or Strife (with the Mini-missile launcher) will only cause horizontal recoil.
  • Another risky way due to the received damage: Getting "successfully" attacked by an arch-vile also raises the player avatar briefly; this is referred to as arch-vile jump.

References